reporust_rebootcancel

140,351 Commits over 4,383 Days - 1.33cph!

Today
Visual spawn points wb1 test
Today
Bugfix: ensure PlayerTransformsAccess stays in sync with PlayerCache when players are removed - also removed safety if as it's obsolete after recent change to cleanup player before shutting down the server Tests: had 2nd client connect-disconnect to me on Craggy (though technically it's not enough, I'm relying on unit test logic)
Today
merge from main
Today
merge from automated_testing
Today
Removed some old ad-hoc entity cleanup methods in TestTrees and TestRockets
Today
Added OnBeforeSetUp and OnAfterTearDown. Overriden by RustTextFixture, includes all the entity and item cleanup This makes sure tests arent exploding if we forget to call the base SetUp and Teardown, it was too fragile Updated all tests
Today
Update: StableObjectArray gets GetIndexForSyncRemove to support removing from linked collections - used it to fix TestTransformAccessArraySync Need to update actual game code since it's bugged Tests: ran unit test
Today
Anim updates for tutorial island end cinematic
Today
Merge: from main
Today
merge from main
Today
merge from rfreceiver_freqchange_fix
Today
RFReceiver RFBroadcaster code cleanup
Today
Merge from main
Today
An attempt at encoding the shadow caching flag into the light's shadow strength while maintaining the shadow strength value
Today
Added new tests covering the frequency change while powered/unpowered Test list
Today
Fixed RF receiver adding itself to the listener set when changing its frequency while unpowered
Today
merge from fix_manifest_errors
Today
Remove extra model component on pistol_semiauto.a.m15.entity
Today
merge from main
Today
merge from console_autocompletescroll_fix
Today
Fixed console autocomplete scroll to selected
Today
merge from console_uparrow_fix
Today
Hide autocomplete when going through the history
Today
merge from storeoverride_loading_fix
Today
Fixed overrides not clearing after clearing the debug convar and refreshing the store
Today
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Today
Merge from easter_disable_2026
Today
Disable easter event
Today
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Today
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Today
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Today
Merge from main
Today
Merge from storage_adaptor_prevent_building_fix
Today
Storage adaptor prevent building check now uses the StorageAdaptorAllowCollisionGroup, fixes placement on large industrial furnace Should be simpler to manage going forwards
Today
Merge from ducked_splash_fix
Today
Possibly fixed player getting splashed by explosive damage when crouched under a half height floor and the explosion detonates above the floor Do an additional line of sight check when damaging ducked players if closest point on the player bounds is within 0.1m (additional LOS is 01.m below original check) Also removed an old log in TimedExplosive
Today
Merge from fix_manifest_errors
Today
Assign Root Bones to the Model component on: turret_attackheli sedanrail.entity 50cal.base.entity shovel.entity food_pie_generic.entity
Today
Converted wall.frame.shopfront_static and wall.frame.shopfront.door_static to StabilityEntity (was Door) Neither have animators so they wouldn't have worked as doors anyway and as far as I can see they aren't used by vanilla content anywhere
Today
Industrial Autoturret - Updated textures (again!!)
Today
industrial electric furnace - updated wip textures - updated icon preview
Today
Update(tests): add unit test that validates StableObjectArray is in sync with TransformAccessArray Tests: ran the test - they're not, gotta fix it tomorrow
Today
- Remove allocs from raknet profiling serialization, ip w/o port and port are now separately assigned when ipaddress is set, changing it to a one-time alloc on connection - Event field value types have been converted to a union, reducing memory per event field by around half - Add support for StringView event fields (currently unused)
Yesterday
Merge: from main
Yesterday
Bugfix(editor): cleanup connected players before we shutdown server when stopping playing in editor Tests: started and stopped play mode
Yesterday
Bugfix: if shorevector caching is disabled, then make sure we generate it Prev version skipped if it found the cache files on disk even though it didn't load them Tests: booted into craggy
Yesterday
Bugfix: properly dispose of BasePlayer.PlayerCache - also invoke DisposeInternalState on assembly reload Tests: started and stopped playing on Craggy
Yesterday
merge from sceneloader_improvements
Yesterday
Order fix so its more like before
Yesterday
Clean: rename BasePlayer.StableIndex -> BasePlayer.ActivePlayerInd Eventually we'll have SleeperInd and etc, so doing this change early Tests: compile all modes pases